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There's quite a lot going on with a number of possible interactions, given the size of the location.
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Space Dungeon offers an interesting variation: rather than a language for each alignment, the game, or the setting, has a language specific to each class, most efficient to discuss matters of professional interest.
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Many abilities drawn from the legends of these intimidating lawmen build up to a distinctive and focused class description.
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Mechanics from elsewhere in the d20 system with a different setting explanation might give an interesting flavour to a modern game.
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A bit of shrine-looting and running away from understandably aggrieved tribesmen. The deity mentioned doesn't have a lot to say about it.
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Mostly, it's a nicely detailed building block for a campaign and quite a useful freebie. The adventure is more an encounter.
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This and the following issue introduce the influential and still interesting rule system for Robots. Generally lots of useful content.
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Moderately hard-SF mini-setting and an adventure for this system looks like a solid start for a short campaign.
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A very focused study of a classic concept of a family of mystical drugs, looking useful for the chosen system and inspiring for many fantasy games.
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Though other campaigns have gone further, this really pioneered the idea of Mythos gaming in the modern day. Forensic Pathology and the adventures still seem worth a look.
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Even early in its development, this really is a nice piece of work for 4th edition.
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It's valuable as a collection of many varied and specific concepts of magic as it's expressed in physical items, almost as if they were pieces from dozens of different worlds or times. It could help a gamemaster to run a setting in which magic is little-known and perilous, or has deep history.
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A very nice piece of world-building while not at all difficult to fit into a variety of mediaeval-style campaigns (I saw a possibility for Midgard almost at once). A number of espionage-style plots should offer significant tension with a very appropriate fit both for the period and the spy genre.
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He's a complex individual serving what strikes me as a very useful function for a GM.
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This presents a collection of interesting, unconnected scenarios involving non-Imperial sentient groups (thus, aliens) with some visible references to the outcomes of previous games early in Traveller's development. An unusual structure, separating player and GM information, would be very well supported by adding bookmarks.
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